First I want to say that AOF is PHENOMENAL! I cannot believe how much I've learned from just editing and experimenting around with AOF in just a few hours per few days!
The big picture about the way Ogre(and the game cycle in general) works is getting clearer and clearer(although still unclear, I'm just a newbie) thanks to this framework! I REALLY feel like that boy from AOF introduction and I really see AOF as some Ogre who saved me and helped me sooo much
I cannot believe that I, who am not too skilled with C++(I mean I understand it fully but I very often forget some basic and important rules and VERY OFTEN revisit C++ tutorials) and as someone who is THE ABSOLUTE newbie to the game engine architecture, already made my own 3rd person camera fully functioning in real time(sure still not the perfect one, but at least I get the basic idea behind it).
Therefore if a loser like me can advance very fast thanks to this framework then spacegaier and the whole Ogre community seriously deserve a medal!
Now I want to ask one question. Is the AppState.cpp intentionally missing because it is assumed to be done by the user?
And looking at the AppState.hpp I can conclude that that's the place where my animation calls should be placed?
If so, is there a specific reason why there is no example for that as well, since that would indeed explain many more things, mainly the animation.
I apology if this sounded ungrateful, it was in no way my intention, I just asked because perhaps there is a special reason for it? maybe making the example listener of some certain kind is automatically limiting or closing the options of using that listener for some OTHER kind of engine, so its simply left in the hands of user to design his own desired kind of AppState?(if you understand what I mean), or am I just simply talking nonsense
Thanks for reading!
